![]() ![]() ![]() IOException: Sharing violation on path ****/Assets//Editor/SettingsTexturePackerImporter.txt (System.String importedAssets, System.String addedAssets, System.String deletedAssets, System.String movedAssets, System.String movedFromPathAssets) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:144) ( method, System.Object args) (at /Users/builduser/buildslave/unity/build/Editor/Mono/AssetPostprocessor.cs:633) (System.Object obj, System.Object parameters) (at :0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. (System.Object obj, invokeAttr, binder, System.Object parameters, culture) (at :0) (System.String importedAssets, System.String deletedAssets, System.String movedAssets, System.String movedFromAssetPaths) (at :0) (System.String dataFile, System.String textureFile, System.String normalmapFile) (at :0) ![]() (`1 list, System.Int32 index1, System.Int32 index2) (at :0) (System.ExceptionArgument argument, System.ExceptionResource resource) (at :0) Must be non-negative and less than the size of the collection. UnityEngine.GUIUtility rocessEvent(Int32, IntPtr)ĪrgumentOutOfRangeException: Index was out of range. (UnityEditor.Editor editors, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1253) () (at /Users/builduser/buildslave/unity/build/Editor/Mono/ImportSettings/TextureImporterInspector.cs:1386) () (at /Users/builduser/buildslave/unity/build/Editor/Mono/ImportSettings/TextureImporterInspector.cs:1550) (Single pixels) (at /Users/builduser/buildslave/unity/build/Runtime/IMGUI/Managed/GUILayout.cs:271) NullReferenceException: Object reference not set to an instance of an object However, I'm seeing an exception in the editor: However, all the sprite names, polygon meshes, and animations seem to be importing correctly with the "Sprite (2D and UI)" texture type. I'm using Unity 2017.4.11 (LTS) and I've got the TexturePackerImporter plugin installed, but I'm not seeing the "Texture2D spritesheet" Texture Type as the tutorial explains I should. I'm posting this problem here, since perhaps if there is a solution, it will be useful to others. Is there any quick fixes to this? Since I've updated there is almost no way of going back, and since I am using 's required that I open the sprite sheet (which is causing it to re-import). I am also using Unet 4.6 as our saving method requires us to do so. Leaving this at this state for over 8+ hours my computer crashes Unity stating I've run out of memory.and I can assure I shouldn't have ^^" with over 100gb of storage left for 20 512x512 sprite sheets. This loop will show the "Hold On" window with the green progress bar moving extremely stagnant, reaching half way then freezing for a few minutes, moving a little bit more and then stopping. I tried updating to the next version which created a reeeeeeeaally harmful loop when "reimporting" the sprite sheets with the new TP. It seemed to work fine except for a few glitches here and there (having to publish, trim names and republish again for it to work properly.) Collab somewhere down the line started to really not like this behavior and texture packer completely broke sprite names which broke connections down the line. I originally was running off of TP two updates ago for 2017.3.b1 for Windows 8. To get rid of it just set this value to 0 and use the actual size of the image frames in your code.TexturePacker still seems to be broken for 2017.3 : (. ![]() ('Circle', 'assets/animations/CircleKill.png', ) ĮDIT: I just figured that the 1-pixel extra all around is due to the option Extrude in the “Sprites” tab of TexturePacker that comes configured to 1 by default and that can cause a lot of confusion (as it caused to me). All frames have 57 x 51 pixels.Īlso below you will see my code: class Level1 extends Phaser.Scene I added a copy of the sprite generated by TexturePacker (CircleKill.png). The first scene is how it previews in TexturePacker (correctly), then in the next scene I show what it’s doing in Phaser and then I show the TexturePacker screen. Since I don’t have a public host server to publish everything, I made this small video to show what happens. The problem is that when I preview it in TexturePacker it apparently works fine but when I play it in Phaser it shows an unexpected behavior (the whole animation rolls up as an old TV with vertical issue). I am having a weird experience with TexturePacker (I am using registered version). ![]()
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